mirror of
https://github.com/overte-org/overte.git
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Merge remote-tracking branch 'upstream/master' into 19170B
This commit is contained in:
commit
9f10be749e
6 changed files with 208 additions and 184 deletions
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@ -11,6 +11,8 @@
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||||||
//------------------------
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//------------------------
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Camera::Camera()
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Camera::Camera()
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{
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{
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mode = CAMERA_MODE_THIRD_PERSON;
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fieldOfView = 60.0; // default
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yaw = 0.0;
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yaw = 0.0;
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pitch = 0.0;
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pitch = 0.0;
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roll = 0.0;
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roll = 0.0;
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@ -22,6 +24,7 @@ Camera::Camera()
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}
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}
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//------------------------
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//------------------------
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void Camera::update()
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void Camera::update()
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{
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{
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@ -33,5 +36,13 @@ void Camera::update()
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position = glm::dvec3( targetPosition );
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position = glm::dvec3( targetPosition );
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position += glm::dvec3( x, y, z );
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position += glm::dvec3( x, y, z );
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//------------------------------------------------------------------------
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//geterate the ortho-normals for the orientation based on the Euler angles
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//------------------------------------------------------------------------
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orientation.setToIdentity();
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orientation.yaw ( yaw );
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orientation.pitch ( pitch );
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orientation.roll ( roll );
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}
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}
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@ -12,6 +12,16 @@
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#include "Orientation.h"
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#include "Orientation.h"
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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enum CameraMode
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{
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CAMERA_MODE_NULL = -1,
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CAMERA_MODE_FIRST_PERSON,
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CAMERA_MODE_THIRD_PERSON,
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CAMERA_MODE_MY_OWN_FACE,
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NUM_CAMERA_MODES
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};
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class Camera
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class Camera
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{
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{
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public:
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public:
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@ -19,30 +29,34 @@ public:
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void update();
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void update();
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void setYaw ( double y ) { yaw = y; }
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void setMode ( CameraMode m ) { mode = m; }
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void setPitch ( double p ) { pitch = p; }
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void setYaw ( float y ) { yaw = y; }
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void setRoll ( double r ) { roll = r; }
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void setPitch ( float p ) { pitch = p; }
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void setUp ( double u ) { up = u; }
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void setRoll ( float r ) { roll = r; }
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void setDistance ( double d ) { distance = d; }
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void setUp ( float u ) { up = u; }
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void setTargetPosition ( glm::dvec3 t ) { targetPosition = t; };
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void setDistance ( float d ) { distance = d; }
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void setPosition ( glm::dvec3 p ) { position = p; };
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void setTargetPosition ( glm::vec3 t ) { targetPosition = t; };
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void setPosition ( glm::vec3 p ) { position = p; };
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void setOrientation ( Orientation o ) { orientation.set(o); }
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void setOrientation ( Orientation o ) { orientation.set(o); }
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double getYaw () { return yaw; }
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float getYaw () { return yaw; }
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double getPitch () { return pitch; }
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float getPitch () { return pitch; }
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double getRoll () { return roll; }
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float getRoll () { return roll; }
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glm::dvec3 getPosition () { return position; }
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glm::vec3 getPosition () { return position; }
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Orientation getOrientation () { return orientation; }
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Orientation getOrientation () { return orientation; }
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CameraMode getMode () { return mode; }
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private:
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private:
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glm::dvec3 position;
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CameraMode mode;
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glm::dvec3 targetPosition;
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glm::vec3 position;
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double yaw;
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glm::vec3 targetPosition;
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double pitch;
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float fieldOfView;
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double roll;
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float yaw;
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double up;
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float pitch;
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double distance;
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float roll;
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float up;
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float distance;
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Orientation orientation;
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Orientation orientation;
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};
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};
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|
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@ -190,7 +190,7 @@ void Head::reset()
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//this pertains to moving the head with the glasses
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//---------------------------------------------------
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//---------------------------------------------------
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void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity)
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void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity)
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||||||
// Using serial data, update avatar/render position and angles
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// Using serial data, update avatar/render position and angles
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@ -239,9 +239,9 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
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//---------------------------------------------------
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//---------------------------------------------------
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void Head::setAvatarPosition( double x, double y, double z )
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void Head::setAvatarPosition( float x, float y, float z )
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{
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{
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avatar.position = glm::dvec3( x, y, z );
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avatar.position = glm::vec3( x, y, z );
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}
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}
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@ -285,10 +285,7 @@ void Head::simulate(float deltaTime)
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sin( avatar.pitch * PI_OVER_180 ),
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sin( avatar.pitch * PI_OVER_180 ),
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cos( avatar.roll * PI_OVER_180 )
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cos( avatar.roll * PI_OVER_180 )
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);
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);
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*/
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/*
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glm::vec3 forward(-sinf(getRenderYaw()*PI/180),
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glm::vec3 forward(-sinf(getRenderYaw()*PI/180),
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sinf(getRenderPitch()*PI/180),
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sinf(getRenderPitch()*PI/180),
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cosf(getRenderYaw()*PI/180));
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cosf(getRenderYaw()*PI/180));
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@ -297,92 +294,53 @@ void Head::simulate(float deltaTime)
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*/
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*/
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const float THRUST_MAG = 10.0;
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const float THRUST_MAG = 10.0;
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/*
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const float THRUST_LATERAL_MAG = 10.0;
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const float THRUST_LATERAL_MAG = 10.0;
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const float THRUST_VERTICAL_MAG = 10.0;
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const float THRUST_VERTICAL_MAG = 10.0;
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*/
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avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.thrust = glm::dvec3( 0.0, 0.0, 0.0 );
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if (driveKeys[FWD])
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if (driveKeys[FWD])
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{
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{
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//position.x += avatar.orientation.getFront().getX() * 0.01;
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//position.y += avatar.orientation.getFront().getY() * 0.01;
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//position.z -= avatar.orientation.getFront().getZ() * 0.01;
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avatar.thrust.x += avatar.orientation.getFront().getX() * THRUST_MAG;
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avatar.thrust.x += avatar.orientation.getFront().getX() * THRUST_MAG;
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avatar.thrust.y += avatar.orientation.getFront().getY() * THRUST_MAG;
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avatar.thrust.y += avatar.orientation.getFront().getY() * THRUST_MAG;
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avatar.thrust.z -= avatar.orientation.getFront().getZ() * THRUST_MAG;
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avatar.thrust.z -= avatar.orientation.getFront().getZ() * THRUST_MAG;
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//thrust += THRUST_MAG*forward;
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//thrust += THRUST_MAG*forward;
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||||||
}
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}
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||||||
|
|
||||||
if (driveKeys[BACK])
|
if (driveKeys[BACK])
|
||||||
{
|
{
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||||||
//position.x -= avatar.orientation.getFront().getX() * 0.01;
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//position.y -= avatar.orientation.getFront().getY() * 0.01;
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//position.z += avatar.orientation.getFront().getZ() * 0.01;
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avatar.thrust.x -= avatar.orientation.getFront().getX() * THRUST_MAG;
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avatar.thrust.x -= avatar.orientation.getFront().getX() * THRUST_MAG;
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avatar.thrust.y -= avatar.orientation.getFront().getY() * THRUST_MAG;
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avatar.thrust.y -= avatar.orientation.getFront().getY() * THRUST_MAG;
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avatar.thrust.z += avatar.orientation.getFront().getZ() * THRUST_MAG;
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avatar.thrust.z += avatar.orientation.getFront().getZ() * THRUST_MAG;
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//thrust += -THRUST_MAG*forward;
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//thrust += -THRUST_MAG*forward;
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}
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}
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if (driveKeys[RIGHT])
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if (driveKeys[RIGHT])
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{
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{
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//position.x += avatar.orientation.getRight().getX() * 0.01;
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avatar.thrust.x += avatar.orientation.getRight().getX() * THRUST_LATERAL_MAG;
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//position.y += avatar.orientation.getRight().getY() * 0.01;
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avatar.thrust.y += avatar.orientation.getRight().getY() * THRUST_LATERAL_MAG;
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//position.z -= avatar.orientation.getRight().getZ() * 0.01;
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avatar.thrust.z -= avatar.orientation.getRight().getZ() * THRUST_LATERAL_MAG;
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avatar.thrust.x += avatar.orientation.getRight().getX() * THRUST_MAG;
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avatar.thrust.y += avatar.orientation.getRight().getY() * THRUST_MAG;
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avatar.thrust.z -= avatar.orientation.getRight().getZ() * THRUST_MAG;
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//thrust.x += forward.z*-THRUST_LATERAL_MAG;
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//thrust.x += forward.z*-THRUST_LATERAL_MAG;
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//thrust.z += forward.x*THRUST_LATERAL_MAG;
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//thrust.z += forward.x*THRUST_LATERAL_MAG;
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}
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}
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if (driveKeys[LEFT])
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if (driveKeys[LEFT])
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{
|
{
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//position.x -= avatar.orientation.getRight().getX() * 0.01;
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avatar.thrust.x -= avatar.orientation.getRight().getX() * THRUST_LATERAL_MAG;
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//position.y -= avatar.orientation.getRight().getY() * 0.01;
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avatar.thrust.y -= avatar.orientation.getRight().getY() * THRUST_LATERAL_MAG;
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//position.z += avatar.orientation.getRight().getZ() * 0.01;
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avatar.thrust.z += avatar.orientation.getRight().getZ() * THRUST_LATERAL_MAG;
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|
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avatar.thrust.x -= avatar.orientation.getRight().getX() * THRUST_MAG;
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avatar.thrust.y -= avatar.orientation.getRight().getY() * THRUST_MAG;
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avatar.thrust.z += avatar.orientation.getRight().getZ() * THRUST_MAG;
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|
||||||
|
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//thrust.x += forward.z*THRUST_LATERAL_MAG;
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//thrust.x += forward.z*THRUST_LATERAL_MAG;
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//thrust.z += forward.x*-THRUST_LATERAL_MAG;
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//thrust.z += forward.x*-THRUST_LATERAL_MAG;
|
||||||
}
|
}
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||||||
|
|
||||||
|
|
||||||
if (driveKeys[UP])
|
if (driveKeys[UP])
|
||||||
{
|
{
|
||||||
//position.x -= avatar.orientation.getUp().getX() * 0.01;
|
avatar.thrust.x -= avatar.orientation.getUp().getX() * THRUST_VERTICAL_MAG;
|
||||||
//position.y -= avatar.orientation.getUp().getY() * 0.01;
|
avatar.thrust.y -= avatar.orientation.getUp().getY() * THRUST_VERTICAL_MAG;
|
||||||
//position.z += avatar.orientation.getUp().getZ() * 0.01;
|
avatar.thrust.z += avatar.orientation.getUp().getZ() * THRUST_VERTICAL_MAG;
|
||||||
|
|
||||||
avatar.thrust.x -= avatar.orientation.getUp().getX() * THRUST_MAG;
|
|
||||||
avatar.thrust.y -= avatar.orientation.getUp().getY() * THRUST_MAG;
|
|
||||||
avatar.thrust.z += avatar.orientation.getUp().getZ() * THRUST_MAG;
|
|
||||||
|
|
||||||
//thrust.y += -THRUST_VERTICAL_MAG;
|
//thrust.y += -THRUST_VERTICAL_MAG;
|
||||||
}
|
}
|
||||||
if (driveKeys[DOWN])
|
if (driveKeys[DOWN])
|
||||||
{
|
{
|
||||||
//position.x += avatar.orientation.getUp().getX() * 0.01;
|
avatar.thrust.x += avatar.orientation.getUp().getX() * THRUST_VERTICAL_MAG;
|
||||||
//position.y += avatar.orientation.getUp().getY() * 0.01;
|
avatar.thrust.y += avatar.orientation.getUp().getY() * THRUST_VERTICAL_MAG;
|
||||||
//position.z -= avatar.orientation.getUp().getZ() * 0.01;
|
avatar.thrust.z -= avatar.orientation.getUp().getZ() * THRUST_VERTICAL_MAG;
|
||||||
|
|
||||||
avatar.thrust.x += avatar.orientation.getUp().getX() * THRUST_MAG;
|
|
||||||
avatar.thrust.y += avatar.orientation.getUp().getY() * THRUST_MAG;
|
|
||||||
avatar.thrust.z -= avatar.orientation.getUp().getZ() * THRUST_MAG;
|
|
||||||
|
|
||||||
//thrust.y += THRUST_VERTICAL_MAG;
|
//thrust.y += THRUST_VERTICAL_MAG;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -404,9 +362,9 @@ void Head::simulate(float deltaTime)
|
||||||
|
|
||||||
//avatar.yawDelta *= 0.99;
|
//avatar.yawDelta *= 0.99;
|
||||||
|
|
||||||
avatar.velocity += avatar.thrust * (double)deltaTime;
|
avatar.velocity += glm::dvec3( avatar.thrust * deltaTime );
|
||||||
|
|
||||||
position += avatar.velocity * (double)deltaTime;
|
position += (glm::vec3)avatar.velocity * deltaTime;
|
||||||
|
|
||||||
//avatar.velocity *= 0.9;
|
//avatar.velocity *= 0.9;
|
||||||
|
|
||||||
|
@ -715,9 +673,9 @@ void Head::renderHead( int faceToFace, int isMine )
|
||||||
|
|
||||||
|
|
||||||
//---------------------------------------------------------
|
//---------------------------------------------------------
|
||||||
void Head::setHandMovement( glm::dvec3 movement )
|
void Head::setHandMovement( glm::vec3 movement )
|
||||||
{
|
{
|
||||||
handOffset = glm::dvec3( movement.x, -movement.y, movement.z );
|
handOffset = glm::vec3( movement.x, -movement.y, movement.z );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -725,12 +683,12 @@ void Head::setHandMovement( glm::dvec3 movement )
|
||||||
//-----------------------------------------
|
//-----------------------------------------
|
||||||
void Head::initializeAvatar()
|
void Head::initializeAvatar()
|
||||||
{
|
{
|
||||||
avatar.position = glm::dvec3( 0.0, 0.0, 0.0 );
|
avatar.position = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
avatar.velocity = glm::dvec3( 0.0, 0.0, 0.0 );
|
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
avatar.thrust = glm::dvec3( 0.0, 0.0, 0.0 );
|
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
avatar.orientation.setToIdentity();
|
avatar.orientation.setToIdentity();
|
||||||
|
|
||||||
avatar.yaw = 0.0;
|
avatar.yaw = 90.0;
|
||||||
avatar.pitch = 0.0;
|
avatar.pitch = 0.0;
|
||||||
avatar.roll = 0.0;
|
avatar.roll = 0.0;
|
||||||
|
|
||||||
|
@ -738,9 +696,8 @@ void Head::initializeAvatar()
|
||||||
|
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
||||||
{
|
{
|
||||||
avatar.bone[b].worldPosition = glm::dvec3( 0.0, 0.0, 0.0 );
|
avatar.bone[b].worldPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
//avatar.bone[b].offsetPosition = glm::dvec3( 0.0, 0.0, 0.0 );
|
avatar.bone[b].velocity = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
avatar.bone[b].velocity = glm::dvec3( 0.0, 0.0, 0.0 );
|
|
||||||
avatar.bone[b].worldOrientation.setToIdentity();
|
avatar.bone[b].worldOrientation.setToIdentity();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -778,7 +735,7 @@ void Head::initializeAvatar()
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// left pelvis and leg
|
// left pelvis and leg
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_NULL;
|
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
|
avatar.bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
|
avatar.bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
|
avatar.bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
|
||||||
|
@ -786,7 +743,7 @@ void Head::initializeAvatar()
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// right pelvis and leg
|
// right pelvis and leg
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_NULL;
|
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
|
avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
|
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
|
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
|
||||||
|
@ -795,29 +752,29 @@ void Head::initializeAvatar()
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
// specify the default pose position
|
// specify the default pose position
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::dvec3( 0.0, 0.1, 0.0 );
|
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::dvec3( 0.0, 0.1, 0.0 );
|
avatar.bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::dvec3( 0.0, 0.1, 0.0 );
|
avatar.bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::dvec3( 0.0, 0.06, 0.0 );
|
avatar.bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::dvec3( 0.0, 0.06, 0.0 );
|
avatar.bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::dvec3( -0.06, 0.06, 0.0 );
|
avatar.bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::dvec3( -0.03, 0.0, 0.0 );
|
avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::dvec3( 0.0, -0.12, 0.0 );
|
avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::dvec3( 0.0, -0.1, 0.0 );
|
avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::dvec3( 0.0, -0.05, 0.0 );
|
avatar.bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::dvec3( 0.06, 0.06, 0.0 );
|
avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::dvec3( 0.03, 0.0, 0.0 );
|
avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::dvec3( 0.0, -0.12, 0.0 );
|
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::dvec3( 0.0, -0.1, 0.0 );
|
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::dvec3( 0.0, -0.05, 0.0 );
|
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::dvec3( -0.05, 0.0, 0.0 );
|
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
|
avatar.bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
|
avatar.bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::dvec3( 0.0, 0.0, 0.04 );
|
avatar.bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::dvec3( 0.05, 0.0, 0.0 );
|
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
|
avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
|
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::dvec3( 0.0, 0.0, 0.04 );
|
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// calculate bone length
|
// calculate bone length
|
||||||
|
@ -880,19 +837,19 @@ void Head::updateAvatarSkeleton()
|
||||||
avatar.bone[b].worldPosition = avatar.bone[ avatar.bone[b].parent ].worldPosition;
|
avatar.bone[b].worldPosition = avatar.bone[ avatar.bone[b].parent ].worldPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
double xx = glm::dot( avatar.bone[b].defaultPosePosition.x, avatar.bone[b].worldOrientation.getRight ().x )
|
float xx = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getRight ().x )
|
||||||
+ glm::dot( avatar.bone[b].defaultPosePosition.y, avatar.bone[b].worldOrientation.getRight ().y )
|
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getRight ().y )
|
||||||
+ glm::dot( avatar.bone[b].defaultPosePosition.z, avatar.bone[b].worldOrientation.getRight ().z );
|
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].worldOrientation.getRight ().z );
|
||||||
|
|
||||||
double yy = glm::dot( avatar.bone[b].defaultPosePosition.x, avatar.bone[b].worldOrientation.getUp ().x )
|
float yy = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getUp ().x )
|
||||||
+ glm::dot( avatar.bone[b].defaultPosePosition.y, avatar.bone[b].worldOrientation.getUp ().y )
|
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getUp ().y )
|
||||||
+ glm::dot( avatar.bone[b].defaultPosePosition.z, avatar.bone[b].worldOrientation.getUp ().z );
|
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].worldOrientation.getUp ().z );
|
||||||
|
|
||||||
double zz = glm::dot( avatar.bone[b].defaultPosePosition.x, avatar.bone[b].worldOrientation.getFront ().x )
|
float zz = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getFront ().x )
|
||||||
+ glm::dot( avatar.bone[b].defaultPosePosition.y, avatar.bone[b].worldOrientation.getFront ().y )
|
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getFront ().y )
|
||||||
+ glm::dot( avatar.bone[b].defaultPosePosition.z, avatar.bone[b].worldOrientation.getFront ().z );
|
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].worldOrientation.getFront ().z );
|
||||||
|
|
||||||
glm::dvec3 rotatedBoneVector( xx, yy, zz );
|
glm::vec3 rotatedBoneVector( xx, yy, zz );
|
||||||
|
|
||||||
//rotatedBonePosition.x = avatar.bone[b].defaultPosePosition.x;// * avatar.bone[b].worldOrientation.getFront().x;
|
//rotatedBonePosition.x = avatar.bone[b].defaultPosePosition.x;// * avatar.bone[b].worldOrientation.getFront().x;
|
||||||
//rotatedBonePosition.y = avatar.bone[b].defaultPosePosition.y;// * avatar.bone[b].worldOrientation.getFront().y;
|
//rotatedBonePosition.y = avatar.bone[b].defaultPosePosition.y;// * avatar.bone[b].worldOrientation.getFront().y;
|
||||||
|
@ -947,7 +904,7 @@ void Head::updateAvatarSkeleton()
|
||||||
|
|
||||||
|
|
||||||
//-------------------------------
|
//-------------------------------
|
||||||
double Head::getAvatarYaw()
|
float Head::getAvatarYaw()
|
||||||
{
|
{
|
||||||
return avatar.yaw;
|
return avatar.yaw;
|
||||||
}
|
}
|
||||||
|
@ -969,7 +926,6 @@ void Head::updateHandMovement()
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
float distance = glm::length( armVector );
|
float distance = glm::length( armVector );
|
||||||
|
|
||||||
|
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
// if right hand is being dragged beyond maximum arm length...
|
// if right hand is being dragged beyond maximum arm length...
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
|
@ -992,9 +948,18 @@ void Head::updateHandMovement()
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
|
glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
|
||||||
newElbowPosition += armVector * (float)ONE_HALF;
|
newElbowPosition += armVector * (float)ONE_HALF;
|
||||||
glm::dvec3 perpendicular = glm::dvec3( -armVector.y, armVector.x, armVector.z );
|
glm::vec3 perpendicular = glm::vec3( -armVector.y, armVector.x, armVector.z );
|
||||||
newElbowPosition += perpendicular * ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
|
newElbowPosition += perpendicular * (float)( ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF );
|
||||||
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].worldPosition = newElbowPosition;
|
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition = newElbowPosition;
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// set wrist position
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
glm::vec3 vv( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition );
|
||||||
|
vv -= avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition;
|
||||||
|
glm::vec3 newWristPosition = avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition;
|
||||||
|
newWristPosition += vv * 0.7f;
|
||||||
|
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].worldPosition = newWristPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -1005,7 +970,9 @@ void Head::renderBody()
|
||||||
{
|
{
|
||||||
glColor3fv(skinColor);
|
glColor3fv(skinColor);
|
||||||
|
|
||||||
|
//-----------------------------------------
|
||||||
// Render bones as spheres
|
// Render bones as spheres
|
||||||
|
//-----------------------------------------
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
||||||
{
|
{
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
|
@ -1014,9 +981,21 @@ void Head::renderBody()
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//-----------------------------------------
|
||||||
// Render lines connecting the bones
|
// Render lines connecting the bones
|
||||||
|
//-----------------------------------------
|
||||||
glColor3f(1,1,1);
|
glColor3f(1,1,1);
|
||||||
glLineWidth(3.0);
|
glLineWidth(3.0);
|
||||||
|
|
||||||
|
for (int b=1; b<NUM_AVATAR_BONES; b++)
|
||||||
|
{
|
||||||
|
glBegin( GL_LINE_STRIP );
|
||||||
|
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].worldPosition.x);
|
||||||
|
glVertex3fv( &avatar.bone[ b ].worldPosition.x);
|
||||||
|
glEnd();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
glBegin(GL_LINE_STRIP);
|
glBegin(GL_LINE_STRIP);
|
||||||
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
|
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
|
||||||
glVertex3fv(&avatar.bone[AVATAR_BONE_NECK].worldPosition.x);
|
glVertex3fv(&avatar.bone[AVATAR_BONE_NECK].worldPosition.x);
|
||||||
|
@ -1052,6 +1031,8 @@ void Head::renderBody()
|
||||||
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHIN].worldPosition.x);
|
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHIN].worldPosition.x);
|
||||||
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOOT].worldPosition.x);
|
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOOT].worldPosition.x);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1090,7 +1071,9 @@ void Head::parseData(void *data, int size)
|
||||||
&Pitch, &Yaw, &Roll,
|
&Pitch, &Yaw, &Roll,
|
||||||
&position.x, &position.y, &position.z,
|
&position.x, &position.y, &position.z,
|
||||||
&loudness, &averageLoudness,
|
&loudness, &averageLoudness,
|
||||||
&handPos.x, &handPos.y, &handPos.z
|
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.x,
|
||||||
|
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.y,
|
||||||
|
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.z
|
||||||
);
|
);
|
||||||
|
|
||||||
if (glm::length(handPos) > 0.0) hand->setPos(handPos);
|
if (glm::length(handPos) > 0.0) hand->setPos(handPos);
|
||||||
|
|
|
@ -105,25 +105,25 @@ struct AvatarBone
|
||||||
{
|
{
|
||||||
AvatarBones parent;
|
AvatarBones parent;
|
||||||
glm::vec3 worldPosition;
|
glm::vec3 worldPosition;
|
||||||
glm::dvec3 defaultPosePosition;
|
glm::vec3 defaultPosePosition;
|
||||||
glm::dvec3 velocity;
|
glm::dvec3 velocity;
|
||||||
double yaw;
|
float yaw;
|
||||||
double pitch;
|
float pitch;
|
||||||
double roll;
|
float roll;
|
||||||
Orientation worldOrientation;
|
Orientation worldOrientation;
|
||||||
double length;
|
float length;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Avatar
|
struct Avatar
|
||||||
{
|
{
|
||||||
glm::dvec3 position;
|
glm::vec3 position;
|
||||||
glm::dvec3 velocity;
|
glm::dvec3 velocity;
|
||||||
glm::dvec3 thrust;
|
glm::vec3 thrust;
|
||||||
double yaw;
|
float yaw;
|
||||||
double pitch;
|
float pitch;
|
||||||
double roll;
|
float roll;
|
||||||
double yawDelta;
|
float yawDelta;
|
||||||
double maxArmLength;
|
float maxArmLength;
|
||||||
Orientation orientation;
|
Orientation orientation;
|
||||||
AvatarBone bone[ NUM_AVATAR_BONES ];
|
AvatarBone bone[ NUM_AVATAR_BONES ];
|
||||||
};
|
};
|
||||||
|
@ -157,17 +157,17 @@ class Head : public AgentData {
|
||||||
float getYaw() {return Yaw;}
|
float getYaw() {return Yaw;}
|
||||||
float getLastMeasuredYaw() {return YawRate;}
|
float getLastMeasuredYaw() {return YawRate;}
|
||||||
|
|
||||||
double getAvatarYaw();
|
float getAvatarYaw();
|
||||||
|
|
||||||
void render(int faceToFace, int isMine);
|
void render(int faceToFace, int isMine);
|
||||||
|
|
||||||
void setAvatarPosition( double, double, double );
|
void setAvatarPosition( float, float, float );
|
||||||
void renderBody();
|
void renderBody();
|
||||||
void renderHead( int faceToFace, int isMine );
|
void renderHead( int faceToFace, int isMine );
|
||||||
|
|
||||||
void simulate(float);
|
void simulate(float);
|
||||||
|
|
||||||
void setHandMovement( glm::dvec3 movement );
|
void setHandMovement( glm::vec3 movement );
|
||||||
void updateHandMovement();
|
void updateHandMovement();
|
||||||
|
|
||||||
// Send and receive network data
|
// Send and receive network data
|
||||||
|
@ -233,7 +233,7 @@ class Head : public AgentData {
|
||||||
glm::vec3 velocity;
|
glm::vec3 velocity;
|
||||||
glm::vec3 thrust;
|
glm::vec3 thrust;
|
||||||
|
|
||||||
glm::dvec3 handOffset;
|
glm::vec3 handOffset;
|
||||||
|
|
||||||
int driveKeys[MAX_DRIVE_KEYS];
|
int driveKeys[MAX_DRIVE_KEYS];
|
||||||
|
|
||||||
|
|
|
@ -385,7 +385,7 @@ void init(void)
|
||||||
}
|
}
|
||||||
myHead.setPos(start_location );
|
myHead.setPos(start_location );
|
||||||
|
|
||||||
myCamera.setPosition( glm::dvec3( start_location ) );
|
myCamera.setPosition( start_location );
|
||||||
|
|
||||||
#ifdef MARKER_CAPTURE
|
#ifdef MARKER_CAPTURE
|
||||||
if(marker_capture_enabled){
|
if(marker_capture_enabled){
|
||||||
|
@ -600,48 +600,46 @@ void display(void)
|
||||||
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
|
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
|
||||||
glMateriali(GL_FRONT, GL_SHININESS, 96);
|
glMateriali(GL_FRONT, GL_SHININESS, 96);
|
||||||
|
|
||||||
//-------------------------------------------------------------------------------------
|
//--------------------------------------------------------
|
||||||
// set the camera to third-person view
|
// camera settings
|
||||||
//-------------------------------------------------------------------------------------
|
//--------------------------------------------------------
|
||||||
myCamera.setTargetPosition( (glm::dvec3)myHead.getPos() );
|
myCamera.setTargetPosition( myHead.getPos() );
|
||||||
myCamera.setPitch ( 0.0 );
|
|
||||||
myCamera.setRoll ( 0.0 );
|
|
||||||
|
|
||||||
if ( display_head )
|
if ( display_head )
|
||||||
//-------------------------------------------------------------------------------------
|
|
||||||
// set the camera to looking at my face
|
|
||||||
//-------------------------------------------------------------------------------------
|
|
||||||
{
|
{
|
||||||
|
//-----------------------------------------------
|
||||||
|
// set the camera to looking at my own face
|
||||||
|
//-----------------------------------------------
|
||||||
myCamera.setYaw ( - myHead.getAvatarYaw() );
|
myCamera.setYaw ( - myHead.getAvatarYaw() );
|
||||||
|
myCamera.setPitch ( 0.0 );
|
||||||
|
myCamera.setRoll ( 0.0 );
|
||||||
myCamera.setUp ( 0.4 );
|
myCamera.setUp ( 0.4 );
|
||||||
|
myCamera.setDistance( 0.5 );
|
||||||
myCamera.setDistance( 0.08 );
|
myCamera.setDistance( 0.08 );
|
||||||
myCamera.update();
|
myCamera.update();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
//-------------------------------------------------------------------------------------
|
|
||||||
// set the camera to third-person view
|
|
||||||
//-------------------------------------------------------------------------------------
|
|
||||||
{
|
{
|
||||||
|
//----------------------------------------------------
|
||||||
|
// set the camera to third-person view behind my av
|
||||||
|
//----------------------------------------------------
|
||||||
myCamera.setYaw ( 180.0 - myHead.getAvatarYaw() );
|
myCamera.setYaw ( 180.0 - myHead.getAvatarYaw() );
|
||||||
myCamera.setUp ( 0.15 );
|
myCamera.setPitch ( 10.0 );
|
||||||
myCamera.setDistance( 0.08 );
|
myCamera.setRoll ( 0.0 );
|
||||||
|
myCamera.setUp ( 0.2 );
|
||||||
|
myCamera.setDistance( 1.6 );
|
||||||
|
myCamera.setDistance( 0.5 );
|
||||||
myCamera.update();
|
myCamera.update();
|
||||||
}
|
}
|
||||||
|
|
||||||
//-------------------------------------------------------------------------------------
|
//---------------------------------------------
|
||||||
// transform to camera view
|
// transform view according to myCamera
|
||||||
//-------------------------------------------------------------------------------------
|
//---------------------------------------------
|
||||||
glRotatef ( myCamera.getPitch(), 1, 0, 0 );
|
glRotatef ( myCamera.getPitch(), 1, 0, 0 );
|
||||||
glRotatef ( myCamera.getYaw(), 0, 1, 0 );
|
glRotatef ( myCamera.getYaw(), 0, 1, 0 );
|
||||||
glRotatef ( myCamera.getRoll(), 0, 0, 1 );
|
glRotatef ( myCamera.getRoll(), 0, 0, 1 );
|
||||||
|
|
||||||
//printf( "myCamera position = %f, %f, %f\n", myCamera.getPosition().x, myCamera.getPosition().y, myCamera.getPosition().z );
|
|
||||||
|
|
||||||
glTranslatef( myCamera.getPosition().x, myCamera.getPosition().y, myCamera.getPosition().z );
|
glTranslatef( myCamera.getPosition().x, myCamera.getPosition().y, myCamera.getPosition().z );
|
||||||
|
|
||||||
// fixed view
|
|
||||||
//glTranslatef( 6.18, -0.15, 1.4 );
|
|
||||||
|
|
||||||
if (::starsOn) {
|
if (::starsOn) {
|
||||||
// should be the first rendering pass - w/o depth buffer / lighting
|
// should be the first rendering pass - w/o depth buffer / lighting
|
||||||
stars.render(fov);
|
stars.render(fov);
|
||||||
|
@ -665,8 +663,10 @@ void display(void)
|
||||||
if (display_field) field.render();
|
if (display_field) field.render();
|
||||||
|
|
||||||
// Render heads of other agents
|
// Render heads of other agents
|
||||||
for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++) {
|
for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++)
|
||||||
if (agent->getLinkedData() != NULL) {
|
{
|
||||||
|
if (agent->getLinkedData() != NULL)
|
||||||
|
{
|
||||||
Head *agentHead = (Head *)agent->getLinkedData();
|
Head *agentHead = (Head *)agent->getLinkedData();
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glm::vec3 pos = agentHead->getPos();
|
glm::vec3 pos = agentHead->getPos();
|
||||||
|
@ -676,7 +676,7 @@ void display(void)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!display_head) balls.render();
|
if ( !display_head ) balls.render();
|
||||||
|
|
||||||
// Render the world box
|
// Render the world box
|
||||||
if (!display_head && stats_on) render_world_box();
|
if (!display_head && stats_on) render_world_box();
|
||||||
|
@ -1041,19 +1041,34 @@ void idle(void)
|
||||||
//----------------------------------------------------------------
|
//----------------------------------------------------------------
|
||||||
if ( mouse_pressed == 1 )
|
if ( mouse_pressed == 1 )
|
||||||
{
|
{
|
||||||
double xOffset = ( mouse_x - mouse_start_x ) / (double)WIDTH;
|
float xOffset = ( mouse_x - mouse_start_x ) / (double)WIDTH;
|
||||||
double yOffset = ( mouse_y - mouse_start_y ) / (double)HEIGHT;
|
float yOffset = ( mouse_y - mouse_start_y ) / (double)HEIGHT;
|
||||||
|
|
||||||
double leftRight = xOffset;
|
float leftRight = xOffset;
|
||||||
double downUp = yOffset;
|
float downUp = yOffset;
|
||||||
double backFront = 0.0;
|
float backFront = 0.0;
|
||||||
|
|
||||||
glm::dvec3 handMovement( leftRight, downUp, backFront );
|
glm::vec3 handMovement( leftRight, downUp, backFront );
|
||||||
myHead.setHandMovement( handMovement );
|
myHead.setHandMovement( handMovement );
|
||||||
}
|
}
|
||||||
|
|
||||||
// Simulation
|
// Simulation
|
||||||
simulateHead(1.f/FPS);
|
simulateHead(1.f/FPS);
|
||||||
|
|
||||||
|
|
||||||
|
//test
|
||||||
|
/*
|
||||||
|
// simulate the other agents
|
||||||
|
for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++)
|
||||||
|
{
|
||||||
|
if (agent->getLinkedData() != NULL)
|
||||||
|
{
|
||||||
|
Head *agentHead = (Head *)agent->getLinkedData();
|
||||||
|
agentHead->simulate(1.f/FPS);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
simulateHand(1.f/FPS);
|
simulateHand(1.f/FPS);
|
||||||
|
|
||||||
if (simulate_on) {
|
if (simulate_on) {
|
||||||
|
@ -1088,7 +1103,6 @@ void reshape(int width, int height)
|
||||||
fov.setResolution(width, height)
|
fov.setResolution(width, height)
|
||||||
.setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
|
.setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
|
||||||
.setPerspective(0.7854f);
|
.setPerspective(0.7854f);
|
||||||
|
|
||||||
glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
|
glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
|
||||||
|
|
||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
|
|
|
@ -375,6 +375,8 @@ int main(int argc, const char * argv[])
|
||||||
printf("rebroadcasting Z message to connected agents... agentList.broadcastToAgents()\n");
|
printf("rebroadcasting Z message to connected agents... agentList.broadcastToAgents()\n");
|
||||||
agentList.broadcastToAgents(packetData,receivedBytes, AGENT_TYPE_INTERFACE);
|
agentList.broadcastToAgents(packetData,receivedBytes, AGENT_TYPE_INTERFACE);
|
||||||
}
|
}
|
||||||
|
// If we got a PACKET_HEADER_HEAD_DATA, then we're talking to an AGENT_TYPE_INTERFACE, and we
|
||||||
|
// need to make sure we have it in our agentList.
|
||||||
if (packetData[0] == PACKET_HEADER_HEAD_DATA) {
|
if (packetData[0] == PACKET_HEADER_HEAD_DATA) {
|
||||||
if (agentList.addOrUpdateAgent(&agentPublicAddress,
|
if (agentList.addOrUpdateAgent(&agentPublicAddress,
|
||||||
&agentPublicAddress,
|
&agentPublicAddress,
|
||||||
|
|
Loading…
Reference in a new issue